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Everything posted by Carver
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Those dress uniforms are so good they feel practically wasted on Sol.
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Isn't the latter covered under i206 - Neglect of Duty? Former can be covered by i110, but I can see the value in introducing a clearer baseline for it. Should have a time option for those who don't wish to pay fines.
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Rings aren't meant to be worn over gloves, yes. As for the watch case, you'd need to have watches enable a right-click verb on the gloves when applied as an accessory. Just visually slapping them on would work, but they'd be non-functional.
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You can already wear rings with gloves. Have ring worn, have gloves in hand, press the e (equip) button above the hands. You will wear your gloves over rings, using the same code as used for wearing magboots over footwear. This isn't the case for watches because the watch would 'override' the gloves and render them invisible/unusable-while-worn-over, and the same applies vice versa.
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I'd like this a lot.
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Not sure how to feel about the weird two pixels poking down on each side of the head. Looks a bit odd. That is not what should be taken away from my statement. I prefer them having some form of values, and am against the idea that the armour should be removed.
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I like armoured coats, but am neutral on the other changes. Armoured coats haven't had good armour values in years so I see no issue with them not looking like overt armour, as they protect from a grand total of barely anything. I'd perhaps have more to say specifically on the hats if I saw what a standard Officer/Warden/HoS look like wearing them.
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My opinions haven't really changed on either adjusted sprite.
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I don't have a lot to say. Transforming weapon sprites are very, very cool. The plastic whiteness gives aforementioned Z-H vibes, or more what I noticed, XCOM: Enemy Unknown vibes (which was very much prototype weapons, which these shouldn't be). But the shotgun? It just doesn't feel right, doesn't feel like a shotgun. In over a century IRL, civilian shotguns (as a pump shotgun effectively is) really haven't changed much in their aesthetic design. If this was some high-end military piece with semi-automatic function that did some sci-fi 'charging it's shots' or the like, then maybe the new aesthetic would fit - but as it stands, this doesn't remotely feel like a pump shotgun. It feels more like some Elyran or Eridanian piece that'd shoot out a spread of disruptor bolts or the like.
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Drill has an incredibly niche place wherein it allows a construction unit to mine out asteroid for space to build, if it's the same drill I'm thinking of. If it's a surgical drill, then, uh.. yeah I see the point in removing it. Again with the hypo, so long as it's on a strong-delay so it's unviable in combat, sure. IV would be cool. Proposed Research changes make sense. Mining changes seem sensible. Custodial changes echo my two above lines. Service I'd say is fine as is, overspecialization in that regard may render to a level akin to Clerical units. A small improvement to Clerical's toolkit sounds nice. It's a very niche, do-little position for learning the basics of playing a stationbound and doing a lot of roleplay from said position. I'm not really for a Cargo module that seems to step on the toes of both Clerical and Mining modules. This is one area that I don't think exactly needs it's own kit either, as most cargo things besides packaging can instead be done via manual methods (dragging, crates, etc.) on another module or asking crew to assist.
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My only point against 1 is that it'd require webbing to be accessed via a right click verb, which would arguably be a clumsy nerf to webbing used alone in other circumstances. Not everyone uses hotkey mode for holsters, and I'd especially despise if holsters were nerfed by needing a verb or hotkey. 2: neutral, you already carry one or the other on a vest via suit slot. Webbing seems to operate via pockets and not 'open space' per backpacks and satchels, so I understand why the helmet and mask wouldn't fit. 3: I always would forget I even had a hailer, thing is entirely forgettable to even have. Would like to see a version of other server hailers where it's built into their masks with an easy use verb, but instead build it into either armour (helmets) or weapons (baton+disruptor). 4: Sure. I don't see any particular reason not to offer both. Not like people hand the things out freely, so it's not exactly a buff. 5: Why not.
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I'm not for or against this, but primarily interested to see how a test merge of this idea would go and whether the chemicals could quite match the effects of the current grenades.
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A good idea. Choices are nice.
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Patiently awaiting poll results.
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I can guarantee you this is wrong by virtue of if mercenaries are just as mechanically skilled, they can kill an entire fully geared security team in about 2-3 minutes in a hallway fight without even needing to use their uplinks. Full auto weapons are incredibly strong. The station is fairly worthless if you kill Security outright (no cloning or revival methods, and if there are synth officers then take or destroy their brains), and proper use of the uplink and strong co-ordination will best an ERT as well (though the NT ERT is arguably on equal grounds equipment-wise to a Merc team).
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A bit.. creepy? I don't know how else to put it. Animations felt cute for custom stationbound sprites as a way to stand out, but they just seem downright unnatural and out of place for organic stuff.
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Add 2 extra maglights for Detective and Foresinc Technician
Carver replied to Valwyn's topic in Completed Projects
Funnily, they were meant for the officers + detectives. Having a couple extra for cadets who shouldn't have been taking them in the first place sounds like a clean and harmless change, though. -
Scanning drinks/syringes/etc. for people. Something usually done by Chemists, as it's generally a waste of time to ask Security (and there's rarely forensics to even do it). I suggest keeping it merely because they have otherwise absolutely nothing else to do outside of their very niche role.
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I never understood why a self-destruct function in a facility is considered such an intense secret, especially with how inaccessible the usage of it is to anyone but the Captain (and that's still requiring intervention from Central for the code).
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I'd say keep the reagent scanner in addition to adding the spectrometer. Reagent scanners are fairly valuable investigative tools, so having one will occasionally give a rescue module something extra to do outside of emergencies. As for hypos, any changes made I hope wouldn't allow instant injections through suits. Delayed injections are fine and dandy, and it shouldn't hurt to have the port allow for these.
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Ah yes, 'nuking' a vestigial remnant from an entirely different server that no one has used in about seven or more years. It won't be missed.
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You naturally create more ghosts than usual by killing people. Observers joining it isn't really a problem either, IMO, but most often you get the 'killed by murderboners and seeking to rejoin' types - or the cryo types who just didn't want to play at that moment. If it was a good minute or so of trying and they did nothing, seems justified enough. Antags aren't always 'fun for everyone' - more often if an ERT is called it's because the antags were more 'code red for everyone', and so are met with an escalation that they should prepare to face. I like the thought of preparation, which is why someone's earlier idea of extending the time it takes for RTs to arrive and making the distress beacon announcement global again sounded pretty good.
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I'm going to say no because as an antag your PDA is fairly integral unless you chose the Headset uplink - and being able to track kidnapped people who had their ID/PDA stolen is valuable. Antags that aren't dragging other people around have decent tools to prevent tracking (agent IDs, electronic warfare module, etc.). My only suggestion that could help antags more would be to port/recreate this antag item from /tg/:
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Once more I plea - add roundstart visitor spawn points so you don't default spawn in cryo or the Odin (where the latter gives you a duplicate PDA, ID and headset - meaning you need to ahelp for them to be deleted or just deal with having a spare ID and PDA).